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[aps]gnat

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Everything posted by [aps]gnat

  1. [aps]gnat

    Any old farts playing Arma 3?

    Yeh, sorry Bill, still a whiles before we can wear the "Old Fart" badge with honour! :D lol But great to see you're still into it ! Gives us a hope for an "active" retirement! hehehe
  2. Hard to tell what all those INIT scripts do, but a guess says these have to added to the C130, either via script or config. weapons[] = {"FirefighterWeap2"}; magazines[] = {"FirefighterMag2"}; fired = "_this exec ""\Bell412\Fire2.sqs"""; If its that simple ..... your lucky.
  3. [aps]gnat

    Help on mask_LCO please.

    Have you done? TOOLS -> IMPORT SATELLITE + MASK
  4. [aps]gnat

    Landing gear and propeller

    If thats your whole MODEL.CFG, then its incorrect. class CfgSkeletons { class Plane; class A29_SuperTucanoSkeleton : Plane // just you skeleton definition { isDiscrete=1; skeletonInherit=""; skeletonBones[]= { "P1","", "P2","", "P3","", "wheel_1","P1", "wheel_2","P2", "wheel_3","P3", }; }; }; // ************* Close Skeleton //************* Open Model class CfgModels { class Plane; class THE_NAME_OF_MY_P3D_FILE : Plane { skeletonName = "A29_SuperTucanoSkeleton"; sectionsInherit=""; sections[] = {"skin","Prop","Prop_Blur"}; class Animations { class Wheel1 { type = "rotation"; source = "wheel"; selection = "wheel_1"; axis = "axis_wheel_1"; memory = 1; sourceAddress = "loop"; minValue = 0.00; maxValue = 1.00; angle0 = "rad 0"; angle1 = "rad +360"; }; class Wheel2: Wheel1 { selection = "wheel_2"; axis = "axis_wheel_2"; angle0 = "rad 0"; angle1 = "rad +360"; }; class Wheel3: Wheel1 { selection = "wheel_3"; axis = "axis_wheel_3"; angle0 = "rad 0"; angle1 = "rad +360"; }; class Gear1 { type = "rotation"; source = "gear"; selection = "P1"; axis = "axis_P1"; minValue = 0.0; maxValue = 1.0; angle0 = "rad 0"; angle1 = "rad +90"; }; class Gear2: Gear1 { selection="P2"; axis="axis_P2"; angle0 = "rad 0"; angle1 = "rad +90"; }; class Gear3: Gear1 { selection="P3"; axis="axis_P3"; angle0 = "rad 0"; angle1 = "rad +90"; }; class PropStatic { type = "rotation"; source = "rotor"; selection = "Prop"; axis = "axis_Prop"; angle0 = 0; angle1 = "rad +360"; }; class PropMoving { type = "rotation"; source = "rotor"; selection = "Prop_Blur"; axis = "axis_Prop"; angle0 = 0; angle1 = "rad +360"; }; }; }; }; Also, add this to you Config.cpp selectionRotorStill = "Prop"; selectionRotorMove = "Prop_Blur"; Your main propeller (in model) should be named "Prop" Your propeller blur model should be called "Prop_Blur" And 2 axis points in Memory LOD called "axis_prop"
  5. [aps]gnat

    Any old farts playing Arma 3?

    Well, I'm in that bracket Bill, but I just can't bring myself to even consider a clicking on anything titled "Not-Quite-Dead-Yet" LOL I mod more than I play these days it seems :) all good :D
  6. [aps]gnat

    Motorcycle?

    Base definition is so its not likely a PhysX issue ..... If the GEO LOD is weight balanced and the LandContact points are in the centre .... then I suggest BIS haven't finished their simulation in the ArmA3 BETA
  7. [aps]gnat

    EB_Air mod

    Probably only if the proxy is defined in the model.cfg with HIDE animation ..... which is unlikely to be the case for vanilla aircraft. (or you "hide" it inside a larger fuel pod or similar) But fixable for us mod'ers if we plan a re-release to addons. Lookin forward to the opportunity eggbeast !
  8. [aps]gnat

    Landing gear and propeller

    Unfortunately can be many reasons. Did you make the CfgModels class name (in model.cfg file, just before class Animations definition) EXACTLY the same as your P3D file? Eg. in this example I44_Me262.p3d MUST be the name of the file. .... .... class cfgModels { class I44_Me262 { skeletonName="I44_Me262Bones"; sectionsInherit=""; sections[]= {"skin1", "num1", "num2", "box", "vrtule staticka", "vrtule blur", "zasleh_cannon"}; class Animations { class Canopy
  9. [aps]gnat

    objectlimit for arma 3 ?

    Well, not just PMC I did a 41km terrain too, called Sands. But my design was specificlly aimed at providing a BIG high frame-rate environment for aircraft operations (heap of airbases), hence the object count was kept lower. Worked very well for that purpose. Another terrain called Waves (released with my Frigates pack) was based on the same project, except I simply placed it 90% underwater :D http://forums.bistudio.com/showthread.php?86880-Sands-41km-Desert-Terrain
  10. [aps]gnat

    Landing gear and propeller

    Well the BIS Sample Models from the A1 days are good enough as aircraft samples. But happy to assist directly once you are a little closer to the final model. Patience and a habit of rechecking is the only way a working ArmA addon ever gets close to done. :D
  11. [aps]gnat

    Landing gear and propeller

    The words can be anything you want. You only use the CZ words if you are trying to INHERIT the base BI definitions but that can mean you don't always see problems etc. this way you control and define. No, no need to call the model.cfg, the file just needs to be in the same directory as your P3D Action menu? Try adding the parameter gearretracting=1; (think that's it, I'm mobile at the moment :) )
  12. Great thanks rds100 And lifts will never work properly in ArmA2 Maybe in ArmA3 ......
  13. [aps]gnat

    Light UAS animation issue

    Shadow model has to be all TRI's (3 sided faces, not 4) and all edges must be "Sharp" (U key) Shadow model also has to be fully a "closed" shape, or a series of closed shapes.
  14. [aps]gnat

    Light UAS animation issue

    Whats the errors now? Suggest this change; class Animations { class SpinProp { type="rotation"; // no need for X or Y in this case source="rotor"; sourceAddress="loop"; angle0= "rad 0"; // starts at 0 degrees angle1="rad 360"; // finishes at 360 degrees, then loops axis="prop_spin"; // make sure the _ is in the model name also selection="prop"; };
  15. Thanks rds100 ! Look good. Can we assume full credit to yourself, for those of us that may use them ? ---------- Post added at 14:06 ---------- Previous post was at 12:19 ---------- Wow ..... just looked at the objects addon, 100's of building parts !! A big LEGO set really.
  16. Yes, to see if its a LOD swapping issue and engine related or if its simply something about your textures and material thats causing it. Using NEWEST TexView2 to convert your TGA textures?
  17. [aps]gnat

    Light UAS animation issue

    You need to post both your full model.cfg and config.cpp again if you need help Bones are always defined in PAIRS "" is the master parent or the root/spine of the model anything you define as a bone must typically exist as a named section or points within the model Typically all bones are connected back to the spine On the last bone you drop the > , < Therefore your skeleton should look like this I guess. skeletonBones[]= { "prop", "", "Mini_UAS", "", "wingtips", "", "camera", "" }; If "Mini_UAS" is just the whole model, it does not need to be defined as a bone.
  18. Me410: 3 configs 1) - 4 x MG17 and 1000 rounds 2) - 4 x MG17 and 6 bombs 3) - 1 x BK-5 (50mm autocannon) with 22 rounds FYI for (1) and (2) Arma can't have 2 different pairs of guns firing at the same time so I made 1 weapon that goes the middle ground Yes to both. Me410 and Stuka also have rear gunners
  19. [aps]gnat

    The Division - Sign the petition.

    Yeh, disappointing on where that was heading. My one and only sunday "petition signature" goes to GTAV ..... much more likely to be playable, longer.
  20. [aps]gnat

    Light UAS animation issue

    In "skeletonBones[]" you have "prop_spin", but looking at the screenshot your propeller I guess is actually called "prop" That being the case, your skeleton simply needs to be (tip: use PHP tags in forum) skeletonBones[]= { "prop", "" }; Edit I dont think you want source="time"; I think you want source="rotor"; And for a Config.cpp, try this #define private 0 #define protected 1 #define public 2 #define true 1 #define false 0 class CfgPatches { class ops_objects { units[] = {""}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgVehicleClasses { class ech_muas_veh { displayName = "MUAS Systems"; }; }; class CfgVehicles { class Air; // External class reference class Plane: Air { class NewTurret; // External class reference class AnimationSources; // External class reference }; class ech_muas : Plane { scope = public; model = "\ech_muas\Canaris"; mapSize = 10; displayName = " MUAS"; vehicleClass = "ech_muas_veh"; nameSound = "plane"; accuracy = 0.2; cost = 0; armor = 100000; }; }; OH! And you CfgModel in the model.cfg MUST MUST MUST be the actual name of the p3d file Change this class CfgModels { class rotation; class Default { sectionsInherit=""; sections[]={}; }; class Mini_UASefault { sectionsInherit=""; to this class CfgModels { class Default { sectionsInherit=""; sections[]={}; }; class Canaris : default { sectionsInherit="";
  21. First, I hope you notice my "EventHandlers" difference, you made no comment. Second have you tried opening the actual final PBO to make sure the script in there? Third try placing a simple HINT script in the root directory of your mod and try calling that instead, as a basic test
  22. You have multiple Resolution LODs and every one of them definitely has a texture and material applied? Tried this same test with just one Resolution LOD ?
  23. [aps]gnat

    Two ladders on single structure?

    Like this ladders[] = {{"start1","end1"},{"start3","end3"},{"start4","end4"},{"start5","end5"}};
  24. If your path is OK then I can only suspect this change is needed class EventHandlers { init = "[this] execVM ""\BUL_UAV_MOD\bags\scripts\bag_actions.sqf"";"; };
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